Late replies but:
Steven wrote:Are there any advantages to playing Tatsujin Ou on 2P side?
I can confirm that according to what was said during Calice last year, both sides are the same for almost everything. However one difference is the respawn location, since 2P will be on the right and 1P on the left. This can actually make a difference in some checkpoints, but I don't know if one side will be substantially easier than the other.
pegboy wrote:NMS wrote:
I've cleared all of the Toaplan games (at least one loop) and I agree with you about everything. I'm ranking the games' difficulty in my 1cc list for fun and here's what I have for Toaplan, only 1-ALL and always autofire unless otherwise stated:
Tatsujin Oh: 36
Same3 1P: 34 (15 for Same3 2P version, never played Fire Shark)
Dogyuun: 23
KyuKyoKu Tiger: 22
Tatsujin: 21
V-V: 19
Hellfire (1P): 16 (2P slightly easier but not a big difference)
Zero Wing (1P): 16 (same as Hellfire regarding 2P)
Daisenpuu: 15
Fixeight: 14 (with C.Horn, 19 for H.Young, didn't really try other characters)
Batsugun (original): 13
Out Zone: 12
Hishouzame: 10 (Flying Shark slightly easier, like 9)
Tiger Heli: 10
Slap Fight: 6 (8 without auto)
Vimana: 2
Of course you can add or remove a couple of points to any rating since it's subjective. Now the higher ratings (T-Oh and Same3) are a bit approximative because I don't have much to compare them with, but Tatsujin Oh and Same3 are much harder than the rest so a 10 points difference makes sense.
In that list, V-V, Dogyuun, Batsugun and Vimana make sense. Maybe Fixeight but it depends on the character (if you just want a clear, simply pick C. Horn and the game definitely isn't a 18 in my opinion). Oh and Batsugun Special isn't too shocking, I didn't play it myself but people seem to agree that it's among their easiest games. But judging from videos it should be a few notches above Vimana, 3 seems too low (or the 3 for Vimana is too high).
I actually agree with their rating for Zero Wing though it could be higher. A lot of the game is dead air, but the last stages are challenging and recovery is super hard, it's hard to rate this game. Thinking about it I maybe underrated it a little with my 16, but I didn't have a lot of experience with horis when I played it so it's hard to rate it appropriately. At any rate, I think their 15 isn't too shocking but your 18~20 range seems fairly accurate too.
Daisenpuu feels a bit too low at 13, it has a couple of pretty tricky parts (the double boat boss, the final boss) and recovery can be hard. Also you have a very limited amount of bombs (I don't even think you can hold more than 2), which is why I think it should be at least at 15. Also they said that the international version (Twin Hawk) is much easier, but people on this forum who played it (I didn't) say it's the opposite and that the international version is harder, because some enemies are pretty much impossible to kill due to bloated HP. Twin Hawk apparently has lower rank but the rank wasn't much of an issue in Daisenpuu (at least for loop 1), enemy HP is the hardest thing about the game and it's even worse in Twin Hawk.
Hishouzame and OutZone are just too high, as you said 10~12 makes more sense for Hishouzame and OutZone is just slightly harder.
The Kyuukyoku Tiger rating is nonsense, 24 would be an appropriate rating for autofire (and maybe +4-5 for non-auto? dealing with the bosses in the second half without auto sounds painful, at first I tried but eventually I gave up), even if I personally put it a bit lower. There's just no way this game is easier than Hishouzame. The game is long, you're slow, bullets are pretty fast, bombs take a while to go off, bosses generally require precise maneuvers to kill them, it has many traps and enemies ready to snipe you. If you make a mistake, the slow speed and bomb delay mean that it's hard to correct it. Not really an impossible game but it's challenging. Kyuukyoku Tiger and Dogyuun are definitely the two hardest Toaplan games after T-Oh and Same3 (though there's a world of difference between these two nightmares and Tiger/Dogyuun), which one of the two being harder being more of a matter of preference.
Same3 rating is a big joke, although 14 with autofire for the 2P version would be appropriate. But it's definitely wrong for 1P, very very wrong. No way it's easier than Hishouzame or equal to Kyuukyoku Tiger, it's one of the hardest 1-ALL there is. It's long, recovery is super hard (no speed after dying and it takes a ton of power-ups to have a decent shot), bullets are fast, bullet visibility in Stage 6 can be a problem, you need very precise routing as soon as stage 2, the bomb items feel like they run away from you, the weapon change items always go in your way while you want to keep blue 98% of the time (and if you pick red or green, it will take forever to find a blue item).
Slap Fight isn't too hard and it's short, but there's no way it's the same difficulty as Vimana. You need a decent amount of planning for Slap Fight, you don't have smart bombs, recovery is hard in some parts (though all of them can be routed, but a game rated 3 should be possible to do with almost no routing). Also there's the weapon system, if you bring the wrong weapon at the wrong place you may die (for example, enemies near the end of the game will greatly resist the laser), which is another thing you have to be careful about. Meanwhile in Vimana with autofire you just destroy everything. So yeah, I also think it should be a bit higher, like 6 or so.
Tatsujin requires a lot of memorization (though once you know all the traps it's not too hard overall), no way it's a 13, it takes a lot of time to get your first 1-ALL. As you said, it's at least 20, and it should stand a bit below Kyuukyoku Tiger (and Dogyuun). Probably their 5th hardest game (debatable with V-V which is a completely different style of game).
Did you really think that the 2P version of Hellfire was easier? To me it seemed harder because the on screen shot limit is less than the 1P version. It really makes the diagonal shot weapon pretty terrible in the 2P version since you can only have 1 shot on screen at a time when it's fully powered. I don't think the instant re spawns really help much either since it's not like you get a restock of bombs or anything. Usually just leads to a bunch of chain deaths with no hope of recovery.
I'm actually retracting my original statement yeah, with some explanation.
The thing is that I personally avoid using the diagonal shot and prefer the other three shots, which I find more reliable but requires more switching between weapons, so that's more to memorize. Front and rear shot seem to be the same in both versions, so is the enemy rank (apparently, I can't confirm for sure without analyzing the code, but they feel 100% identical to me), so from that point of view I find the game easier, yes. Vertical shot suffers from the limit but it's less of a problem compared to diagonal in my opinion. Diagonal is very viable in 1P and it's convenient because you can keep it for most of the game, but I have more fun switching between weapons, and it works great for the game (I still use diagonal from time to time though). And instant respawn helps a little, sure you may have chain deaths, but at least you can make progress instead of chain dying at the same checkpoint, which happens to me a lot in 1P. It doesn't help that in 1P, the checkpoints are very sparse and you need to survive for a long time to get to the next one.
So, for my specific way of playing, 2P feels easier to me since deaths are less punishing while the game plays mostly the same. There are no more checkpoints that feel like an instant game over, since you should always be able to limp until you get a few power-ups and reach the next part of the stage (which is not great, but better than the checkpoints in 1P). However, since it makes another strat pretty much useless (diagonal) and forces people to switch a lot, then yeah I believe it's harder as a whole. It's a harder comparison than, for example, Batsugun Special 1-ALL and Original, since for Batsugun one version is just easier on every aspect. Hellfire 2P makes one aspect easier while making one shot terrible and forcing people to use the other shots and potentially change strats completely.